bassilij 2022-10-03 09:38
A very fun and dynamic game!) Super)
Foon → Ludum Dare Explorer → LD51 → Just One More
By chairshot-games and Sito
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 867 | 3.22 | 22 | |
| Fun | 566 | 3.40 | 22 | |
| Innovation | 658 | 3.22 | 22 | |
| Theme | 712 | 3.52 | 22 | |
| Graphics | 1029 | 2.70 | 22 | |
| Humor | 381 | 3.21 | 21 | |
| Mood | 1020 | 2.87 | 22 |
A very fun and dynamic game!) Super)
I like the speed of this game. The movement is quite fast, and there is no friction between deaths, just quickly get back into the game. I found myself jumping to death whenever i'd get an ability I had already completed the challenge with. Kinda dark.
I like the game! It's fast and challenging, first I didn't understand what should I do but then I got its logic and it's fun! Thanks ^_^
It was fun, and a really good concept, great job!
Simple but fun game! I like all of the different movement options, my favorite has to be the air dash for allowing you to speed ahead multiple times. My best record is around 4 seconds with that ability and the cannon as well. I would have liked if there was more levels to try out, but it's already pretty cool. Nice work!
Nice platformer, but "Tiny" feels kinda boring compared to others
Nicely Done Bro. really nice concept and use of the 10 second theme. Would love to see this game developed further and released in a larger scale. Please do check out my submission as well.
good job.
This is hilarious as a concept. I know with more time on the level, there's much potential for the different playstyles as is without needing to make an obvious path per player type.
One suggestion for improvement is that it would be nice to do a marathon version that just repeats on uncompleted types until you complete a run on each one that wasn't completed yet. I found myself just spam-killing ones I already defeated instead of trying to best my time with each one. It was more fun figuring out how to do a run with each than to rerun ones I already completed.
Otherwise, very fun concept. I appreciate the tiny ragdoll on 'tiny'
@davidsheadgames Thanks for the feedback! Though I can’t make any concrete promises, we’re planning on a post-jam version, and a marathon mode like you described is one of the things we know we want to implement, so stay tuned if you’re interested.
Those ragdolls caused so much trouble that it can’t be entirely ruled out that the code contains some of Chairshot’s actual blood.
@brainloaf-studio Thanks for the kind words! A couple things in response:
-There are a couple shortcuts in the game that we decided to leave in, especially with the air dash. Your time makes me think you found one, is that the case?
-I don’t want to say anything for sure right now, but we’re planning to develop the game further with some more levels, so follow our Itch page if you’re interested!
Hi, I like the game and I have some feedback if you are interested. I'll try to list the problems I found in the game and write one of the possible solutions. Ofc it's not the only solution but maybe you might find my suggestion useful. Solve or not solve the problems as you see fit.
The first time I played the game I started with the rocket launcher and my instinct was to try to rocket jump through the window. Which for you should sound alarming. As I know now, I cannot rocket jump from the starting platform and I cannot jump through the window. Both of these facts went over my head. After clicking and looking at the ground for 10 seconds I got killed and got the dash ability and tried to jump through the window. I hit the wall and died. And I tried to do that 6 or 7 times before trying anything else.
***The window is the first thing player sees and it doesn't look that small.*** I had no reference if I could jump through the window or not and all of the other paths were hidden from me.
***A solution:*** Restructure the level in a way, where the player gets to use the default movement (walking and jumping) for a moment while progressing and sees all or some of the possible uses for the power they have. Make the first movement player needs to do just moving forward. During this time, the player has time to look at what power they have and think about how they can use it. Basically, move the start further from the wall. It's confusing to start the game staring at a wall with one window and the window not being the place I am supposed to go.
***It is not clear what ability player has and how they can use it.*** There is a text box in the corner of the screen that says it. But that is not a great way to communicate that. This requires me to look away from the point I want to focus on (what's in front of me) to read the text, then look back to the center of the screen to orient myself and then start to look around about how it can be used.
***A solution:*** Make the abilities instantly recognizable. Give each ability a visual and audio identity that can be clearly distinguished and matched to the ability in an instant. It should be that within 1 second I know what ability I have and I am already thinking about how to use it. To be fair, you are most of the way there, most of the abilities have either clear visual or audio identity. All of the abilities should have both. Humans react faster to sound so it is much more important that every ability has a clear audio cues if you want and effortless identification. Right now it's like this 1. **Pogo Stick** - has audio with a slight delay and no real visual identifier (except that you start falling a little bit different than with other power). 2. **Dash** - is the worst offender. There is just nothing. 3. **Tiny** - tied for the worst. There is almost nothing. The only signal is that the camera is somewhat lower. 4. **Cannon** - Very visually clear but no audio cues . Also, the limited view makes it hard to make decision about where to go. That could be fixed by level restuctionalization 5. **Rocket Jumper** - Sort of clear visual cues but no audio. This would be much less clear if there was another ability with some stick-like object on the right side.
I suggest to give each ability clear visual and audio component that is recognizable in the first moments (0,25s) of the game. As it is now, player can do that but need to get used to it, you want it faster.
Also don't put the text in the corner and don't change the font. That makes it so much worse in the start. If you want to use different fonts, make sure that every ability has it's own font and that it can be used for quicker ability identification.
**The rocket jump is just weird.** I don't know exactly what does it but the rocket jump feels weird and hard to control. My guesses are this: 1. The acceleration is too fast and too instant. 2. Being able to only use it on red platforms feels weird. 3. Sometimes it just doesn't fire 4. I see no projectile
@david-broz This is great feedback, thank you! We're planning on a post-jam version as well as a potential longer one down the line, so feedback is very much appreciated. I broadly agree with most of your criticisms, but in the interest of time I'm just going to respond to the things that we weren't already aware of.
I hadn't considered this, but I can see what you're saying about the window not being visible to small to fit into. This could be a problem of art design as much as level design, since there aren't really any size cues around it, but it's definitely something that should be addressed. We'll also add that to the list of things to try rearranging in the level though, probably something to playtest.
UI is something we know we want to overhaul, but specifically sound cues is a great idea I'm kicking myself for not thinking of earlier. I agree about the font changes.
The rocket jump is extremely jank, this we know. I suggested the idea in brainstorming and then Chairshot had very limited time to implement it despite having played like one game with rocket jumping in it because he's a better programmer than me and I was busy with the art. That part will probably be rebuilt from the ground up.
Thanks again, if you're interested to see the game improve, feel free to follow our Itch page!
Rocket jump is especially hard to make, it's too fast (For the other too but it's ok). And the beginning of each cycle is stressfull. You really should start the timer only when the player press a button (Even for the cannon).
It's all the real problems I had. Yes it's confusing but it's fastly understandable, and it's a part of the game.
The fact that the timer begins immediatly discourages me to tryhard and speedrun, but I succeded all the styles ! It was fun.
Nice job !